Virtual reality
Overview
Virtual reality (VR) is a simulated experience that can be similar to or completely different from the real world. It typically uses a head‑mounted display (HMD) and motion tracking to create an immersive, interactive three‑dimensional environment. Applications include entertainment, education, training, and therapy.
History
The concept of immersive simulation dates back to the 1960s with Ivan Sutherland’s Sword of Damocles head‑mounted display. In the 1990s, companies such as Sega and Nintendo released early consumer VR products, but they failed commercially owing to technical limitations. The modern resurgence began in 2012 when Palmer Luckey launched the Oculus Rift crowdfunding campaign. Subsequent releases like the HTC Vive, PlayStation VR, and standalone headsets such as the Oculus Quest (later Meta Quest) brought VR to a wider audience.
Features
Common features of current VR systems include:
- Head tracking: sensors in the headset detect rotation and position, allowing the user to look around naturally.
- Motion controllers: hand‑held devices that track hand and finger movements, enabling interaction with virtual objects.
- Stereoscopic display: separate images for each eye to create depth perception.
- Room‑scale tracking: the ability to move freely within a defined physical space, supported by systems like HTC Vive’s lighthouse base stations.
- Haptic feedback: vibrations or forces transmitted to the user to simulate touch.
Applications
Virtual reality is used in:
- Entertainment: VR games, 360° films, and virtual concerts.
- Education and training: surgical simulators, flight simulators, and virtual field trips.
- Therapy: exposure therapy for phobias, pain distraction, and treatment of post‑traumatic stress disorder.
- Architecture and design: virtual walkthroughs of buildings and product prototypes.